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Copy of Games: Subway Surfers - Gameplay loop and monetization

Kapas Istvan

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--- Auto-Generated Description ---
This diagram represents a comprehensive simulation of the gameplay and monetization mechanisms within an endless runner game, specifically modeled around Subway Surfers. It starts with different sources of in-game resources like coins and keys, which can be acquired through purchases, watching ads, in-game actions, or random events. The model also considers the use of keys for revival during gameplay and the accumulation of coins which can be spent on various upgrades, characters, or in-game items such as hoverboards and score boosters.

Resources flow between pools representing different aspects of the game economy and player actions - including the procurement of items, revival mechanisms, and scoring systems. Gates and converters manipulate the flow of resources based on conditions such as score achievements, items purchased, or uses of the revive option. Registers implement complex logic by evaluating conditions and modifying resource flow accordingly, replicating logic for things like increasing costs for consecutive revives. This simulation captures the cyclical nature of gameplay loops, the impact of player choices on in-game economy and progress, and the game's monetization strategy through purchases and ad watching.

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Edited more than 1 year ago
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This diagram is a forked version, originally created by
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